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What is, in your opinion, the single WORST RPG ever made, and why is it so bad?
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<blockquote data-quote="Theory of Games" data-source="post: 9246620" data-attributes="member: 7042201"><p><strong>Apocalypse World</strong> (and games 'powered by' including 'forged in the dark'): Utter <em>TRASH. </em></p><ul> <li data-xf-list-type="ul">Why do people make fun of Uncle Gary's "High-Gygaxian" but no one points out Baker's uber-pretentious tone in AW? 'Play to see what happens!" Really? No sh*t. Like everytime anyone anywhere has ever played a game we were ALWAYS playing to see what happened. Baker even out-peacocked White Wolf's narcissistic narrative style </li> <li data-xf-list-type="ul">The "Let's become BFFLs in a post-apocalyptic hellscape" makes zero sense</li> <li data-xf-list-type="ul">Moves. Tabletop rpgs are really fun because we can play any kind of character in any kind of setting and do just about anything we want as that character. They're simultaneously insane and therapeutic. 'Moves' change how we RP by saying "OK in this situation you can do X or Y or maybe Z but that's it. No you can't do things the other characters can do because your <s>class</s> playbook limits you to X, Y and maybe Z. The spotlight is now on your character! Everyone is watching! Aaaaaand ACTION!" This is "The Theater Kids RPG". You just read the pre-written lines explained in your Moves and you now get to pretend you're roleplaying. The whole scheme of how the game is designed makes me nauseous.</li> </ul><p><strong>FATE</strong> (all of it): this one's already been jabbed at above and is trash in all its forms. Sure, it's an rpg but the rules lack real definition. This game. If someone told me they had a set of house-rules for playing <a href="https://preview.drivethrurpg.com/en/product/170294/Risus-The-Anything-RPG" target="_blank">Risus</a>, I would immediately think "FATE".</p><p></p><p><strong>Marvel Heroic Role-playing:</strong> one of the worst superhero rpgs ever and that's doing something impressive considering how many of them there are. Dice Pools? Using d4s and d6s? For superheroes? It felt so LAME playing that game. Plus it came with no in-depth rules for creating your own character. If my group's running a campaign who TF wants to play Marvel characters? Wait I know: NOBODY. Compared to Champions handful of d6s and Mutants and Masterminds' d20 Heroic's dice-pool played more like a KIDDIE-pool. The best superhero rpgs make you feel like a superhero. MHRPG missed the mark badly.</p><p></p><p><strong>Burning Wheel:</strong> IF tabletop role-playing is all about the exploration of character depth rather than combat and dice why do you need SIX-HUNDRED PAGES to explain what roleplaying is? Wait I know: you need room to explain how the d6 dice pools provide notes on my acting. Yeah I get it.</p></blockquote><p></p>
[QUOTE="Theory of Games, post: 9246620, member: 7042201"] [B]Apocalypse World[/B] (and games 'powered by' including 'forged in the dark'): Utter [I]TRASH. [/I] [LIST] [*]Why do people make fun of Uncle Gary's "High-Gygaxian" but no one points out Baker's uber-pretentious tone in AW? 'Play to see what happens!" Really? No sh*t. Like everytime anyone anywhere has ever played a game we were ALWAYS playing to see what happened. Baker even out-peacocked White Wolf's narcissistic narrative style [*]The "Let's become BFFLs in a post-apocalyptic hellscape" makes zero sense [*]Moves. Tabletop rpgs are really fun because we can play any kind of character in any kind of setting and do just about anything we want as that character. They're simultaneously insane and therapeutic. 'Moves' change how we RP by saying "OK in this situation you can do X or Y or maybe Z but that's it. No you can't do things the other characters can do because your [S]class[/S] playbook limits you to X, Y and maybe Z. The spotlight is now on your character! Everyone is watching! Aaaaaand ACTION!" This is "The Theater Kids RPG". You just read the pre-written lines explained in your Moves and you now get to pretend you're roleplaying. The whole scheme of how the game is designed makes me nauseous. [/LIST] [B]FATE[/B] (all of it): this one's already been jabbed at above and is trash in all its forms. Sure, it's an rpg but the rules lack real definition. This game. If someone told me they had a set of house-rules for playing [URL='https://preview.drivethrurpg.com/en/product/170294/Risus-The-Anything-RPG']Risus[/URL], I would immediately think "FATE". [B]Marvel Heroic Role-playing:[/B] one of the worst superhero rpgs ever and that's doing something impressive considering how many of them there are. Dice Pools? Using d4s and d6s? For superheroes? It felt so LAME playing that game. Plus it came with no in-depth rules for creating your own character. If my group's running a campaign who TF wants to play Marvel characters? Wait I know: NOBODY. Compared to Champions handful of d6s and Mutants and Masterminds' d20 Heroic's dice-pool played more like a KIDDIE-pool. The best superhero rpgs make you feel like a superhero. MHRPG missed the mark badly. [B]Burning Wheel:[/B] IF tabletop role-playing is all about the exploration of character depth rather than combat and dice why do you need SIX-HUNDRED PAGES to explain what roleplaying is? Wait I know: you need room to explain how the d6 dice pools provide notes on my acting. Yeah I get it. [/QUOTE]
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